robmcmullen-apple2/src/apple2.cpp
2007-05-29 05:16:51 +00:00

815 lines
20 KiB
C++
Executable File

//
// Apple 2 SDL Portable Apple Emulator
//
// by James L. Hammons
// (C) 2005 Underground Software
//
// Loosely based on AppleWin by Tom Charlesworth which was based on AppleWin by
// Oliver Schmidt which was based on AppleWin by Michael O'Brien. :-) Parts are
// also derived from ApplePC. Too bad it was closed source--it could have been
// *the* premier Apple II emulator out there.
//
// JLH = James L. Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 11/12/2005 Initial port to SDL
// JLH 11/18/2005 Wired up graphic soft switches
// JLH 12/02/2005 Setup timer subsystem for more accurate time keeping
// JLH 12/12/2005 Added preliminary state saving support
//
// STILL TO DO:
//
// - Port to SDL [DONE]
// - GUI goodies
// - Weed out unneeded functions [DONE]
// - Disk I/O [DONE]
// - 128K IIe related stuff
// - State loading/saving
//
#include "apple2.h"
#include <SDL.h>
#include <fstream>
#include <string>
#include <iomanip>
#include <iostream>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include "log.h"
#include "video.h"
#include "sound.h"
#include "settings.h"
#include "v65c02.h"
#include "applevideo.h"
#include "timing.h"
#include "floppy.h"
#include "firmware.h"
#include "gui/gui.h"
#include "gui/window.h"
#include "gui/draggablewindow2.h"
#include "gui/textedit.h"
using namespace std;
// Global variables
uint8 ram[0x10000], rom[0x10000]; // RAM & ROM spaces
uint8 diskRom[0x100]; // Disk ROM space
V65C02REGS mainCPU;
uint8 appleType = APPLE_TYPE_II;
// Local variables
static uint8 lastKeyPressed = 0;
static bool keyDown = false;
static FloppyDrive floppyDrive;
enum { LC_BANK_1, LC_BANK_2 };
static uint8 visibleBank = LC_BANK_1;
static bool readRAM = false;
static bool writeRAM = false;
static bool running = true; // Machine running state flag...
static uint32 startTicks;
static GUI * gui = NULL;
// Local functions (technically, they're global...)
bool LoadImg(char * filename, uint8 * ram, int size);
uint8 RdMem(uint16 addr);
void WrMem(uint16 addr, uint8 b);
static void SaveApple2State(const char * filename);
static bool LoadApple2State(const char * filename);
// Local timer callback functions
static void FrameCallback(void);
static void BlinkTimer(void);
// Test GUI function
Element * TestWindow(void)
{
Element * win = new DraggableWindow2(10, 10, 128, 128);
// ((DraggableWindow *)win)->AddElement(new TextEdit(4, 16, 92, 0, "u2prog.dsk", win));
return win;
}
Element * QuitEmulator(void)
{
gui->Stop();
running = false;
return NULL;
}
/*
Small Apple II memory map:
$C010 - Clear bit 7 of keyboard data ($C000)
$C030 - Toggle speaker diaphragm
$C051 - Display text
$C054 - Select page 1
$C056 - Select lo-res
$C058 - Set annuciator-0 output to 0
$C05A - Set annuciator-0 output to 0
$C05D - Set annuciator-0 output to 1
$C05F - Set annuciator-0 output to 1
$C0E0 - Disk control stepper ($C0E0-7)
$C0E9 - Disk control motor (on)
$C0EA - Disk enable (drive 1)
$C0EC - Disk R/W
$C0EE - Disk set read mode
*/
//
// V65C02 read/write memory functions
//
uint8 RdMem(uint16 addr)
{
uint8 b;
#if 0
if (addr >= 0xC000 && addr <= 0xC0FF)
WriteLog("\n*** Read at I/O address %04X\n", addr);
#endif
#if 0
if (addr >= 0xC080 && addr <= 0xC08F)
WriteLog("\n*** Read at I/O address %04X\n", addr);
#endif
if ((addr & 0xFFF0) == 0xC000)
{
return lastKeyPressed | (keyDown ? 0x80 : 0x00);
}
else if ((addr & 0xFFF0) == 0xC010)
{
//This is bogus: keyDown is set to false, so return val NEVER is set...
//Fixed...
//Also, this is IIe/IIc only...!
uint8 retVal = lastKeyPressed | (keyDown ? 0x80 : 0x00);
keyDown = false;
return retVal;
}
else if ((addr & 0xFFF0) == 0xC030)
{
ToggleSpeaker(GetCurrentV65C02Clock());
//should it return something else here???
return 0x00;
}
else if (addr == 0xC050)
{
textMode = false;
}
else if (addr == 0xC051)
{
textMode = true;
}
else if (addr == 0xC052)
{
mixedMode = false;
}
else if (addr == 0xC053)
{
mixedMode = true;
}
else if (addr == 0xC054)
{
displayPage2 = false;
}
else if (addr == 0xC055)
{
displayPage2 = true;
}
else if (addr == 0xC056)
{
hiRes = false;
}
else if (addr == 0xC057)
{
hiRes = true;
}
//Note that this is a kludge: The $D000-$DFFF 4K space is shared (since $C000-$CFFF is
//memory mapped) between TWO banks, and that that $E000-$FFFF RAM space is a single bank.
//[SHOULD BE FIXED NOW]
//OK! This switch selects bank 2 of the 4K bank at $D000-$DFFF. One access makes it
//visible, two makes it R/W.
else if ((addr & 0xFFFB) == 0xC080)
{
//$C080 49280 OECG R Read RAM bank 2; no write
visibleBank = LC_BANK_2;
readRAM = true;
writeRAM = false;
}
else if ((addr & 0xFFFB) == 0xC081)
{
//$C081 49281 ROMIN OECG RR Read ROM; write RAM bank 2
visibleBank = LC_BANK_2;
readRAM = false;
writeRAM = true;
}
else if ((addr & 0xFFFB) == 0xC082)
{
//$C082 49282 OECG R Read ROM; no write
visibleBank = LC_BANK_2;
readRAM = false;
writeRAM = false;
}
else if ((addr & 0xFFFB) == 0xC083)
{
//$C083 49283 LCBANK2 OECG RR Read/write RAM bank 2
visibleBank = LC_BANK_2;
readRAM = true;
writeRAM = true;
}
else if ((addr & 0xFFFB) == 0xC088)
{
//$C088 49288 OECG R Read RAM bank 1; no write
visibleBank = LC_BANK_1;
readRAM = true;
writeRAM = false;
}
else if ((addr & 0xFFFB) == 0xC089)
{
//$C089 49289 OECG RR Read ROM; write RAM bank 1
visibleBank = LC_BANK_1;
readRAM = false;
writeRAM = true;
}
else if ((addr & 0xFFFB) == 0xC08A)
{
//$C08A 49290 OECG R Read ROM; no write
visibleBank = LC_BANK_1;
readRAM = false;
writeRAM = false;
}
else if ((addr & 0xFFFB) == 0xC08B)
{
//$C08B 49291 OECG RR Read/write RAM bank 1
visibleBank = LC_BANK_1;
readRAM = true;
writeRAM = true;
}
else if ((addr & 0xFFF8) == 0xC0E0)
{
floppyDrive.ControlStepper(addr & 0x07);
}
else if ((addr & 0xFFFE) == 0xC0E8)
{
floppyDrive.ControlMotor(addr & 0x01);
}
else if ((addr & 0xFFFE) == 0xC0EA)
{
floppyDrive.DriveEnable(addr & 0x01);
}
else if (addr == 0xC0EC)
{
return floppyDrive.ReadWrite();
}
else if (addr == 0xC0ED)
{
return floppyDrive.GetLatchValue();
}
else if (addr == 0xC0EE)
{
floppyDrive.SetReadMode();
}
else if (addr == 0xC0EF)
{
floppyDrive.SetWriteMode();
}
//This sux...
if (addr >= 0xC100 && addr <= 0xCFFF) // The $C000-$CFFF block is *never* RAM
b = rom[addr];
else if (addr >= 0xD000)
{
if (readRAM)
{
if (addr <= 0xDFFF && visibleBank == LC_BANK_1)
b = ram[addr - 0x1000];
else
b = ram[addr];
}
else
b = rom[addr];
}
else
b = ram[addr];
return b;
}
/*
A-9 (Mockingboard)
APPENDIX F Assembly Language Program Listings
1 *PRIMARY ROUTINES
2 *FOR SLOT 4
3 *
4 ORG $9000
5 * ;ADDRESSES
FOR FIRST
6522
6 ORB EQU $C400 ;PORT B
7 ORA EQU $C401 ;PORT A
8 DDRB EQU $C402 ;DATA DIRECTION
REGISTER (A)
9 DDRA EQU $C403 ;DATA DIRECTION
REGISTER (B)
10 * ;ADDRESSES
FOR SECOND
6522
11 ORB2 EQU $C480 ;PORT B
12 ORA2 EQU $C481 ;PORT A
13 DDRB2 EQU $C482 ;DATA DIRECTION
REGISTER (B)
14 DDRA2 EQU $C483 ;DATA DIRECTION
REGISTER (A)
*/
void WrMem(uint16 addr, uint8 b)
{
//temp...
//extern V6809REGS regs;
//if (addr >= 0xC800 && addr <= 0xCBFE)
//if (addr == 0xC80F || addr == 0xC80D)
// WriteLog("WrMem: Writing address %04X with %02X [PC=%04X, $CB00=%02X]\n", addr, b, regs.pc, gram[0xCB00]);//*/
#if 0
if (addr >= 0xC000 && addr <= 0xC0FF)
WriteLog("\n*** Write at I/O address %04X\n", addr);
#endif
/*
Check the BIKO version on Asimov to see if it's been cracked or not...
7F3D: 29 07 AND #$07 [PC=7F3F, SP=01EA, CC=---B-I--, A=01, X=4B, Y=00]
7F3F: C9 06 CMP #$06 [PC=7F41, SP=01EA, CC=N--B-I--, A=01, X=4B, Y=00]
7F41: 90 03 BCC $7F46 [PC=7F46, SP=01EA, CC=N--B-I--, A=01, X=4B, Y=00]
[7F43: 4C 83 7E JMP $7E83] <- Skipped over... (Prints "THANK YOU VERY MUCH!")
7F46: AA TAX [PC=7F47, SP=01EA, CC=---B-I--, A=01, X=01, Y=00]
; INX here *ensures* 1 - 6!!! BUG!!!
; Or is it? Could this be part of a braindead copy protection scheme? It's
; awfully close to NOP ($EA)...
; Nothing else touches it once it's been written... Hmm...
7F47: E8 INX [PC=7F48, SP=01EA, CC=---B-I--, A=01, X=02, Y=00]
7F48: F8 SED [PC=7F49, SP=01EA, CC=---BDI--, A=01, X=02, Y=00]
7F49: 18 CLC [PC=7F4A, SP=01EA, CC=---BDI--, A=01, X=02, Y=00]
7F4A: BD 15 4E LDA $4E15,X [PC=7F4D, SP=01EA, CC=---BDI--, A=15, X=02, Y=00]
; 4E13: 03 00
; 4E15: 25 25 15 15 10 20
; 4E1B: 03 41 99 99 01 00 12
; 4E22: 99 70
7F4D: 65 FC ADC $FC [PC=7F4F, SP=01EA, CC=---BDI--, A=16, X=02, Y=00]
7F4F: 65 FC ADC $FC [PC=7F51, SP=01EA, CC=---BDI--, A=17, X=02, Y=00]
7F51: 65 FC ADC $FC [PC=7F53, SP=01EA, CC=---BDI--, A=18, X=02, Y=00]
7F53: 65 FC ADC $FC [PC=7F55, SP=01EA, CC=---BDI--, A=19, X=02, Y=00]
; NO checking is done on the raised stat! Aarrrgggghhhhh!
7F55: 9D 15 4E STA $4E15,X [PC=7F58, SP=01EA, CC=---BDI--, A=19, X=02, Y=00]
7F58: D8 CLD [PC=7F59, SP=01EA, CC=---B-I--, A=19, X=02, Y=00]
; Print "ALAKAZAM!" and so on...
7F59: 20 2C 40 JSR $402C [PC=402C, SP=01E8, CC=---B-I--, A=19, X=02, Y=00]
*/
#if 0
if (addr == 0x7F47)
WriteLog("\n*** Byte %02X written at address %04X\n", b, addr);
#endif
/*
CLR80STORE=$C000 ;80STORE Off- disable 80-column memory mapping (Write)
SET80STORE=$C001 ;80STORE On- enable 80-column memory mapping (WR-only)
CLRAUXRD = $C002 ;read from main 48K (WR-only)
SETAUXRD = $C003 ;read from aux/alt 48K (WR-only)
CLRAUXWR = $C004 ;write to main 48K (WR-only)
SETAUXWR = $C005 ;write to aux/alt 48K (WR-only)
CLRCXROM = $C006 ;use ROM on cards (WR-only)
SETCXROM = $C007 ;use internal ROM (WR-only)
CLRAUXZP = $C008 ;use main zero page, stack, & LC (WR-only)
SETAUXZP = $C009 ;use alt zero page, stack, & LC (WR-only)
CLRC3ROM = $C00A ;use internal Slot 3 ROM (WR-only)
SETC3ROM = $C00B ;use external Slot 3 ROM (WR-only)
CLR80VID = $C00C ;disable 80-column display mode (WR-only)
SET80VID = $C00D ;enable 80-column display mode (WR-only)
CLRALTCH = $C00E ;use main char set- norm LC, Flash UC (WR-only)
SETALTCH = $C00F ;use alt char set- norm inverse, LC; no Flash (WR-only)
*/
if (addr == 0xC00E)
{
alternateCharset = false;
}
else if (addr == 0xC00F)
{
alternateCharset = true;
}
else if ((addr & 0xFFF0) == 0xC010) // Keyboard strobe
{
keyDown = false;
}
else if (addr == 0xC050)
{
textMode = false;
}
else if (addr == 0xC051)
{
textMode = true;
}
else if (addr == 0xC052)
{
mixedMode = false;
}
else if (addr == 0xC053)
{
mixedMode = true;
}
else if (addr == 0xC054)
{
displayPage2 = false;
}
else if (addr == 0xC055)
{
displayPage2 = true;
}
else if (addr == 0xC056)
{
hiRes = false;
}
else if (addr == 0xC057)
{
hiRes = true;
}
else if ((addr & 0xFFF8) == 0xC0E0)
{
floppyDrive.ControlStepper(addr & 0x07);
}
else if ((addr & 0xFFFE) == 0xC0E8)
{
floppyDrive.ControlMotor(addr & 0x01);
}
else if ((addr & 0xFFFE) == 0xC0EA)
{
floppyDrive.DriveEnable(addr & 0x01);
}
else if (addr == 0xC0EC)
{
//change this to Write()? (and the other to Read()?) Dunno. Seems to work OK, but still...
floppyDrive.ReadWrite();
}
else if (addr == 0xC0ED)
{
floppyDrive.SetLatchValue(b);
}
else if (addr == 0xC0EE)
{
floppyDrive.SetReadMode();
}
else if (addr == 0xC0EF)
{
floppyDrive.SetWriteMode();
}
//Still need to add missing I/O switches here...
if (addr >= 0xD000)
{
if (writeRAM)
{
if (addr <= 0xDFFF && visibleBank == LC_BANK_1)
ram[addr - 0x1000] = b;
else
ram[addr] = b;
}
return;
}
ram[addr] = b;
}
//
// Load a file into RAM/ROM image space
//
bool LoadImg(char * filename, uint8 * ram, int size)
{
FILE * fp = fopen(filename, "rb");
if (fp == NULL)
return false;
fread(ram, 1, size, fp);
fclose(fp);
return true;
}
static void SaveApple2State(const char * filename)
{
}
static bool LoadApple2State(const char * filename)
{
return false;
}
//
// Main loop
//
int main(int /*argc*/, char * /*argv*/[])
{
InitLog("./apple2.log");
LoadSettings();
srand(time(NULL)); // Initialize RNG
// Zero out memory
//Need to bankify this stuff for the IIe emulation...
memset(ram, 0, 0x10000);
memset(rom, 0, 0x10000);
// Set up V65C02 execution context
memset(&mainCPU, 0, sizeof(V65C02REGS));
mainCPU.RdMem = RdMem;
mainCPU.WrMem = WrMem;
mainCPU.cpuFlags |= V65C02_ASSERT_LINE_RESET;
if (!LoadImg(settings.BIOSPath, rom + 0xD000, 0x3000))
{
WriteLog("Could not open file '%s'!\n", settings.BIOSPath);
return -1;
}
//This is now included...
/* if (!LoadImg(settings.diskPath, diskRom, 0x100))
{
WriteLog("Could not open file '%s'!\nDisk II will be unavailable!\n", settings.diskPath);
// return -1;
}//*/
//Load up disk image from config file (for now)...
floppyDrive.LoadImage(settings.diskImagePath1, 0);
floppyDrive.LoadImage(settings.diskImagePath2, 1);
// floppyDrive.LoadImage("./disks/temp.nib", 1); // Load temp .nib file into second drive...
//Kill the DOS ROM in slot 6 for now...
//not
memcpy(rom + 0xC600, diskROM, 0x100);
WriteLog("About to initialize video...\n");
if (!InitVideo())
{
cout << "Aborting!" << endl;
return -1;
}
// Have to do this *after* video init but *before* sound init...!
//Shouldn't be necessary since we're not doing emulation in the ISR...
if (settings.autoStateSaving)
{
// Load last state from file...
if (!LoadApple2State(settings.autoStatePath))
WriteLog("Unable to use Apple2 state file \"%s\"!\n", settings.autoStatePath);
}
#if 0
// State loading!
if (!LoadImg("./BT1_6502_RAM_SPACE.bin", ram, 0x10000))
{
cout << "Couldn't load state file!" << endl;
cout << "Aborting!!" << endl;
return -1;
}
//A P Y X S PC
//-- -- -- -- ----- -----
//00 75 3B 53 FD 01 41 44
mainCPU.cpuFlags = 0;
mainCPU.a = 0x00;
mainCPU.x = 0x53;
mainCPU.y = 0x3B;
mainCPU.cc = 0x75;
mainCPU.sp = 0xFD;
mainCPU.pc = 0x4441;
textMode = false;
mixedMode = false;
displayPage2 = false;
hiRes = true;
//kludge...
readHiRam = true;
//dumpDis=true;
//kludge II...
memcpy(ram + 0xD000, ram + 0xC000, 0x1000);
#endif
WriteLog("About to initialize audio...\n");
SoundInit();
SDL_EnableUNICODE(1); // Needed to do key translation shit
gui = new GUI(surface); // Set up the GUI system object...
gui->AddMenuTitle("Apple2");
gui->AddMenuItem("Test!", TestWindow/*, hotkey*/);
gui->AddMenuItem("");
gui->AddMenuItem("Quit", QuitEmulator, SDLK_q);
gui->CommitItemsToMenu();
SetupBlurTable(); // Set up the color TV emulation blur table
running = true; // Set running status...
InitializeEventList(); // Clear the event list before we use it...
SetCallbackTime(FrameCallback, 16666.66666667); // Set frame to fire at 1/60 s interval
SetCallbackTime(BlinkTimer, 250000); // Set up blinking at 1/4 s intervals
startTicks = SDL_GetTicks();
WriteLog("Entering main loop...\n");
while (running)
{
double timeToNextEvent = GetTimeToNextEvent();
Execute65C02(&mainCPU, USEC_TO_M6502_CYCLES(timeToNextEvent));
//We MUST remove a frame's worth of time in order for the CPU to function... !!! FIX !!!
//(Fix so that this is not a requirement!)
mainCPU.clock -= USEC_TO_M6502_CYCLES(timeToNextEvent);
HandleNextEvent();
}
if (settings.autoStateSaving)
{
// Save state here...
SaveApple2State(settings.autoStatePath);
}
floppyDrive.SaveImage();
SoundDone();
VideoDone();
SaveSettings();
LogDone();
return 0;
}
/*
Apple II keycodes
-----------------
Key Aln CTL SHF BTH
-----------------------
space $A0 $A0 $A0 $A0 No xlation
RETURN $8D $8D $8D $8D No xlation
0 $B0 $B0 $B0 $B0 Need to screen shift+0 (?)
1! $B1 $B1 $A1 $A1 No xlation
2" $B2 $B2 $A2 $A2 No xlation
3# $B3 $B3 $A3 $A3 No xlation
4$ $B4 $B4 $A4 $A4 No xlation
5% $B5 $B5 $A5 $A5 No xlation
6& $B6 $B6 $A6 $A6 No xlation
7' $B7 $B7 $A7 $A7 No xlation
8( $B8 $B8 $A8 $A8 No xlation
9) $B9 $B9 $A9 $A9 No xlation
:* $BA $BA $AA $AA No xlation
;+ $BB $BB $AB $AB No xlation
,< $AC $AC $BC $BC No xlation
-= $AD $AD $BD $BD No xlation
.> $AE $AE $BE $BE No xlation
/? $AF $AF $BF $BF No xlation
A $C1 $81 $C1 $81
B $C2 $82 $C2 $82
C $C3 $83 $C3 $83
D $C4 $84 $C4 $84
E $C5 $85 $C5 $85
F $C6 $86 $C6 $86
G $C7 $87 $C7 $87
H $C8 $88 $C8 $88
I $C9 $89 $C9 $89
J $CA $8A $CA $8A
K $CB $8B $CB $8B
L $CC $8C $CC $8C
M $CD $8D $DD $9D -> ODD
N^ $CE $8E $DE $9E -> ODD
O $CF $8F $CF $8F
P@ $D0 $90 $C0 $80 Need to xlate CTL+SHFT+P & SHFT+P (?)
Q $D1 $91 $D1 $91
R $D2 $92 $D2 $92
S $D3 $93 $D3 $93
T $D4 $94 $D4 $94
U $D5 $95 $D5 $95
V $D6 $96 $D6 $96
W $D7 $97 $D7 $97
X $D8 $98 $D8 $98
Y $D9 $99 $D9 $99
Z $DA $9A $DA $9A
<- $88 $88 $88 $88
-> $95 $95 $95 $95
ESC $9B $9B $9B $9B No xlation
*/
static void FrameCallback(void)
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_KEYDOWN:
if (event.key.keysym.unicode != 0)
{
//Need to do some key translation here, and screen out non-apple keys as well...
if (event.key.keysym.sym == SDLK_TAB) // Prelim key screening...
break;
lastKeyPressed = event.key.keysym.unicode;
keyDown = true;
//kludge: should have a caps lock thingy here...
//or all uppercase for ][+...
if (lastKeyPressed >= 'a' && lastKeyPressed <='z')
lastKeyPressed &= 0xDF; // Convert to upper case...
}
// CTRL+RESET key emulation (mapped to CTRL+`)
// This doesn't work...
// if (event.key.keysym.sym == SDLK_BREAK && (event.key.keysym.mod & KMOD_CTRL))
// if (event.key.keysym.sym == SDLK_PAUSE && (event.key.keysym.mod & KMOD_CTRL))
if (event.key.keysym.sym == SDLK_BACKQUOTE && (event.key.keysym.mod & KMOD_CTRL))
//NOTE that this shouldn't take place until the key is lifted... !!! FIX !!!
//ALSO it seems to leave the machine in an inconsistent state vis-a-vis the language card...
mainCPU.cpuFlags |= V65C02_ASSERT_LINE_RESET;
if (event.key.keysym.sym == SDLK_RIGHT)
lastKeyPressed = 0x15, keyDown = true;
else if (event.key.keysym.sym == SDLK_LEFT)
lastKeyPressed = 0x08, keyDown = true;
// Use ALT+Q to exit, as well as the usual window decoration method
if (event.key.keysym.sym == SDLK_q && (event.key.keysym.mod & KMOD_ALT))
running = false;
if (event.key.keysym.sym == SDLK_F12)
dumpDis = !dumpDis; // Toggle the disassembly process
else if (event.key.keysym.sym == SDLK_F11)
floppyDrive.LoadImage("./disks/bt1_char.dsk");//Kludge to load char disk...
else if (event.key.keysym.sym == SDLK_F9)
{
floppyDrive.CreateBlankImage();
// SpawnMessage("Image cleared...");
}//*/
else if (event.key.keysym.sym == SDLK_F10)
{
floppyDrive.SwapImages();
// SpawnMessage("Image swapped...");
}//*/
if (event.key.keysym.sym == SDLK_F2)// Toggle the palette
TogglePalette();
else if (event.key.keysym.sym == SDLK_F3)// Cycle through screen types
CycleScreenTypes();
// if (event.key.keysym.sym == SDLK_F5) // Temp GUI launch key
if (event.key.keysym.sym == SDLK_F1) // GUI launch key
//NOTE: Should parse the output to determine whether or not the user requested
// to quit completely... !!! FIX !!!
gui->Run();
break;
case SDL_QUIT:
running = false;
}
}
HandleSoundAtFrameEdge(); // Sound stuff... (ick)
RenderVideoFrame();
SetCallbackTime(FrameCallback, 16666.66666667);
while (SDL_GetTicks() - startTicks < 16); // Wait for next frame...
startTicks = SDL_GetTicks();
}
static void BlinkTimer(void)
{
flash = !flash;
SetCallbackTime(BlinkTimer, 250000); // Set up blinking at 1/4 sec intervals
}